The arcane supremacy of sorcerers, the nefarious dealings of warlocks and the Conan muscle fantasy of the Barbarian.
Never trust a mastermind rogue.
Here’s how to build and play this spymasterly archetype.
You’re liable to need at least one half-feat depending on your starting dexterity score.
Ranged or reach weapons enable this, with both whips and crossbows fitting well into the class identity.
Dual-wielding isn’t going to be too helpfulas you need your bonus actions for tactics.
Setting Up Camp by Matthew Stawicki
The more expensive consumable items work well in the hands of a Mastermind.
A single pot of Marvelous Pigments can paint a lot of doors.
How To Play A Mastermind Rogue
The base rogue kit is strong independently of its subclasses.
Setting Up Camp by Matthew Stawicki
Expertise and an extra feat mean you won’t feel useless in pretty much any party composition.
Some DMs and groups know how to handle a split party without people losing interest.
A less stealthy party can follow a short distance behind to still be close when combat starts.
Spelljammer by Daniel Castiblanco
Get the consent of your group on whether they’d be comfortable being used as human shields.
Some classes actively benefit from being targetedand would appreciate having attacks shifted towards them.
Here are some examples of things a mastermind rogue can ‘plan ahead’ with a consenting DM.
Tabaxi by Shawn Wood
Enhance your D&D sessions without paying a penny.
Grungs by Shawn Wood
Keys from the Golden Vault cover, via Wizards of the Coast
Waterdeep Dragon Heist Cover Art by Tyler Jacobson